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CodeLikeMe

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Stun Attacks/ Finishers Variations in Unreal Melee Combat - Action RPG #46


Previously we worked on a stun attacks or a finisher system which involves a paired animation that allows player to kill and finish off an enemy if player manages to successfully parry an enemy attack. Today we are going to add multiple different paired animations so we will have different executions or finisher attacks.


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Replicated Parry and Stun Attacks in Unreal Melee Combat - Action RPG #45


In this tutorial, we are going to work on replicating parry system and stun attacks system. So we will be able to perform parrying enemies and perform stun attacks or executions in a multiplayer game.

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Stun Attacks/ Finishers in Unreal Melee Combat - Action RPG #44

In this tutorial, we are going to implement a stun attacks or a finisher system which allows player to quickly finish off an enemy. This ability will be only available for the player if an attack of the enemy is successfully parried by a timed blocking. Once the enemy attack is successfully parried, a particle effect will appear and the enemy will stagger back. Then if player quickly press the stun attack input, player character will quickly finish off the enemy. This will involve a paired an...

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Unreal Parry Attacks in Melee Combat - Action RPG #43


In this tutorial, we are going to work on how to parry attacks. Here we have developed a sword and shield combat system and we have already worked on a blocking attack mechanism so far. If the player time blocking properly right before the enemies blockable attack lands, attack will be parries successfully and enemy will be staggered back giving the player a chance to execute a stun attack on continue to do more damage. Here we will implement. We will impalement parrying using gameplay ab...

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Unreal Engine Melee Combat - Blockable Attack Notifier - Action RPG #42


In this tutorial, we are going to work on a particle effect that appears before an enemy launch a block able attack. You can see this mechanism in melee combat systems in games like Assassins creed Valhalla. Before an enemy start a blockable attack, a particle flare appears so that player will be able to counter it by blocking the attack. If player counter it with proper timing, Enemy will be parried. But parrying part will be covered in next episode.

2024-05-25 15:59:50 +0000 UTC View Post

Unreal Engine Melee Combat - Heavy Attack Damage - Action RPG #41


In this tutorial, we are going to continue with the heavy attack system. Here we will work on damage and stun taken from heavy attacks. Compared to lite attacks, heavy attack will do more damage and victims will be stunned for a longer period of time. We will create a separate gameplay ability to handle heavy attack reaction which contains all these properties and apply effects accordingly.

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Unreal Engine Melee Combat - Heavy Attack Replication - Action RPG #40


In this tutorial, we are going to continue with the heavy attack system. Here we will look into replication and timing of heavy attacks. So that the system will properly work on a multiplayer game.

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Unreal Engine Melee Combat - Heavy Attacks - Action RPG #39


In this tutorial, we are going to implement a heavy attack system for the melee combat sword attacks. Here, if the player click and release attack button (left mouse), player will do a lite attack. But if player press and hold the attack button for a little longer, character will do a heavy attack. To symbolize the heavy attack, the weapon will turn red and character will hold the weapon in pulled back charging state for a little longer to show more effort is put into the heavy attack. Th...

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Unreal Engine Melee Combat - Interrupt Attacks - Action RPG #38


In this tutorial, I am going to show you how to interrupt attacks and how to handle what happens afterwards. That means, if the player start doing an attack in the combat system, it can be interrupted by getting hot from another character or getting by pressing block input to go to blocking state. Either way, we need to properly acknowledge the fact that attack is discontinued and make necessary changes such as removing the applied gameplay tags, disabling weapon trail and prevent doing f...

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Unreal Engine 5 Prone System #5 - Prevent Moving Over Ledge

This is the 5th part of the unreal engine 5 prone system tutorial. In this episode, we are going to work on how to prevent character moving over ledge while in prone mode. As the native unreal character is designed to work in an upright walk position, the built-in prevent moving over ledge will not work properly for prone mode. So, the character's upper body part will still move over a ledge and hang in air in an unrealistic manner. Today we are going to address this problem.

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Unreal Engine 5.4 - Strategy Game Template


Here is a demonstration of the strategy project updated to unreal engine 5.4 .

password=CLMStrat54

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Unreal 5.4 Vibrant Night Sky - Playable Demo

Here is a playable demo of unreal engine vibrant night sky system I have developed. This contains an Aurora/Northern light effect, Moon and a meteor shower effect

Password=CLMVibNightUE54

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Unreal Engine Holographic Weapon Printer


Here is a demonstration of a Holographic weapon printer system I am working on in unreal engine for a game. When the system is finished, player will be able to go to the weapon printer and select the object needs to print and it will be printed through the system. Player will be able to pick it up and use it. Somewhat similar to the system in SubNautica game.

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Unreal Engine 5.4 Stylized Rendering System

Here is a demonstration of stylized rendering system I have developed updated into unreal engine 5.4.

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Unreal Engine Stun Enemies - Action RPG #37


In this tutorial, I am going to show you how to stun enemies and player character after getting hit by an opponent. Stunned status in this context means, when a character get hit, character will not be able to start another attack for some time. This will give a chance for player to do continuous attacks and do more damage.

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Unreal Engine Continuous Combo Attacks - Action RPG #36


Today we are going to look into how to maintain a continuous combo attacks in the melee combat system we have implemented. What that means is, if the first attack is a right to left swing with the sword, if player press the attack button again before character completely finish and return to the idle position, the next attack will be a left to right swing. Just like this, as the player continuously attack, the attack animations also will maintain the continuity of attack animations. This ...

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Unreal Engine 5.4 Bicycle Riding System Update - Project + Free Playable Demo

UE 5.3 Project file 

password=CLM_cyc

5.4 Project Files
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Unreal Bicycle Riding - Playable Demo

Playable Demo download

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Unreal Character Death Replication - Action RPG #35


Today we are going to look into replication of death event of the characters. This includes player characters and NPC AI characters in a multiplayer game. When the character is killed, weapons will be dropped and character will go to ragdoll mode. These events has to be replicated across all the clients and in server when the character goes into dead state.

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Unreal Engine AI Affiliation - Action RPG #34

Today we are mainly going to work on how to disable the AI controller and behavior tree. Also we will look into how to make the weapons in hand drop as the character drop dead in ragdoll mode. We will implement this through a gameplay ability.

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Unreal Engine AI Affiliation - Action RPG #33


 Today we are going to work on an AI Affiliation system. What that means is, a system to identify who is an enemy who is an ally or a friendly/neutral character. This will allow us to implement AI NPC characters that belongs to multiple different factions/teams in the game world and we would be able to define relationships in between those different teams. In a multiplayer game, we would be able to add NPCs who belongs to each player and those NPCs will identify NPCs of other players...

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Block Attacks Ability - Unreal Engine Action RPG #32


Today we are going to work on how to block attacks using the shield. In combat, when the enemy launch an attack, if the player is holding block input, the player will not take any damage. As long as player hold the block input down, the character will remain on block state. Still, there will be some reaction animation when the hit is taken by the shield. Everything will be properly replicated. Blocking mechanism will be implemented using a gameplay ability.

2024-05-03 07:26:05 +0000 UTC View Post

AI Behavior Tree - Chase and Attack - Unreal Engine Action RPG #31


Today we are going to implement an AI behavior to chase and attack the player. Once the player is killed, the AI will sheath weapons and go back to their original location and continue to wait. We will implement this behavior using behavior trees and I will show you how to activate gameplay abilities through behavior tree tasks.

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AI Perception - Unreal Engine Action RPG #30


Today we are going to start working on AI system for the game. Here, we will first setup an AI controller for the NPC characters and add a AI perception component and implement sight perception for the AI character. After that, we will implement a simple behavior to equip the sword when the AI character perceive the player and un equip when player move away from the vision area of the AI character. We will trigger equip and unequip abilities from the AI controller to achieve this simple b...

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Default Weapons - Unreal Engine Action RPG #29

ault weapons characters will have when they start the game. This is useful when we need to define what weapon each NPC character should have when we design the level. Also, we can implement a system to select initial gear at the start of the game and that would reflect once the game starts. Here, we will be re-using the same gameplay abilities we have created to collect weapons, therefore, everything will be properly replicated in a multiplayer game and all the gameplay tags and abilities wil...

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Equip Shield - Unreal Engine Action RPG #28

Today we are going to implement a equip and un-equip/ put back mechanisms for the shield. When the character pickup a shield, it will be attached to the back of the character and when equipped, character will take it to the left hand to be used for blocking. After the fight, character can put it back, the it will be re-attached to the back of the character.

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Pickup Shield - Unreal Engine Action RPG #27

Today we are going to implement a collectible blueprint for the shield. When the character go through the shield, character will pick it up automatically if character don't have a shield already. The shield will be attached to the back of the character. Everything will be handled through gameplay abilities and replicated in a multiplayer game.

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How to Replicate Gameplay Cues - Unreal Engine Action RPG #26

Today we are going to implement a method to replicate gameplay cues for our game. Gameplay cues used in gameplay ability system to do things like playing sound effects, particle effects etc. Here I have some sounds and vfx effects when the player picks up a weapon. But that is not properly replicated. Today I am going to fix that so all clients and server will see the effect in a multiplayer game.

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Soft Lock System in Melee Combat - Unreal Engine Action RPG #25

Last time we implemented a system to manually Lock on and off from nearest enemies in the melee combat system we have worked on. Today, we will implement a soft lock system. Soft lock means, when the character is in combat mode, if there is an enemy nearby, character will automatically focus on that enemy. When the character is focused on an enemy, character's gazed will be maintained at the enemy despite the direction of movement. If player move away a certain direction from that character, ...

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Unreal Engine Action RPG with GAS #24 - Lock On / Lock Off System Multiplayer Replication


Last time we implemented a system to lock on and off with nearest enemies in the melee combat system we are working on. Today we are going to see how to replicate the system for a multiplayer game. So the player will be able to lock on with other players or NPC characters in a multiplayer environment and everything will be properly replicated between clients and server.

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